FACTION SHEET:
Name: The name of your Commander, and by extension, your Faction.
Starting Sector #: Needs to have at least 2 Sectors adjacent to it (Mountain Passes/Water Crossings count), check the map link below.
Faction Color: Preferably bright colors
History: Purely for fluff purposes, no need to go verbose if world-building isn't your forte
GAME PROGRESSION:
Game starts proper at Turn 1. The game ends when one of these conditions is fulfilled:
A) Domination: Only one Commander is left standing.
B) Stagnation: Turn 200 ends (normal map).
MAP:
The map is divided into 46 Sectors.
Here is the link to the initial map.
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown).
By default, each sector produces one metal per Mine and three Energy per Generator. Some Rich sectors produce two metal per Mine. Some sectors contain Geothermal Vents, which produce an additional three Energy so long as there is at least one Generator present.
COMMANDER:
The center of every Faction, the Commander is the only unit is not expendable in your quest for domination. It passively produces five Metal and three Energy per turn, has an Attack and Defence of thirty, can construct two Facilities per turn and moves one Sector per turn.
However, if the Commander is ever destroyed, every unit in its Faction will immediately shut down as their stream of orders is severed. All units and facilities will be destroyed and that Faction will be no more.
COMBAT:
When hostile units encounter one another in a Sector, combat ensues. Each Faction sums up its total Attack and splits it evenly amongst all opposing Factions in the Sector. The total Attack received is applied as damage in the following order:
Kbots > Tanks > Turrets > Fabricators > Facilities > Commander
Each unit can absorb up to its Defence in damage before it is destroyed. Damaged units will suffer additional damage first (so I don't have to track thirty Tanks with varying degrees of damage). Thus an army of 7 Kbots and 3 Tanks receiving 10 damage will lose all 7 Kbots, with one tank at 2/5 Defence.
All Facilities have 5 Defence except for Turrets, which have 10.
ARMY MANAGEMENT:
There are three types of unit besides the Commander:
Fabricator
Costs 4 metal. Can build all Facilities like a Commander, but only one per turn. No Attack. 3 Defence. Moves 1 sector per turn.
KBot
Costs 1 metal. 1 Attack. 1 Defence. Moves 2 sectors per turn.
Tank
Costs 3 metal. 2 Attack. 5 Defence. Moves 1 sector per turn.
BASE MANAGEMENT:
All Facilities require Metal to build and Energy to run. If you ever have a higher Energy requirement than you have Energy supplied, all Facilities will shut down until the issue is rectified. Units are unaffected by such Blackouts. Unless specific situations state otherwise, there is no limit on the number of Facilities that can be built in a single Sector.
Facilities may be built over multiple turns, so long as at least one Metal is spent in construction per turn.
Mine
Produces 1 Metal in standard sectors or 2 Metal in Rich sectors per turn. Limited to three per sector. Costs 2 Metal. Requires 1 Energy.
Generator
Produces 3 Energy. If the Sector contains a Geothermal Vent, the first Generator produces an additional 3 Energy. Costs 2 Metal.
Bot Factory
May produce up to three Kbots or one Fabricator per turn. Costs 8 Metal. Requires 2 Energy.
Vehicle Factory
May produce one Tank or one Fabricator per turn. Costs 8 Metal. Requires 2 Energy.
Turret
10 Attack, 10 Defence. Costs 4 Metal. Requires 1 Energy.
Storage
Allows for stockpiling of 20 Metal. Emergency protocols ensure that the contents of a Storage are teleported to another Storage with space in the case of Facility destruction. Only Metal over the capacity will be lost. Costs 5 Metal. Requires 1 Energy.
Missile Silo
Can house a single Nuclear Warhead, taking 3 turns and requiring 20 Energy per turn to build. Nuclear Missiles can be fired at any Sector, and will destroy all Facilities and Units within (except the Commander). Limited to one per Sector. Costs 100 Metal. Requires 5 Energy.